-
Posts
3581 -
Joined
-
Last visited
-
Days Won
11
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Posts posted by Vanden
-
-
Being able to walk up to someone and vomit on them is on a level above (or maybe below?) any other emote we have access to...
-
On 8/16/2019 at 8:18 AM, Trickshooter said:
I think Vanden pointed it out somewhere, but Burn doesn't seem to limit itself to summoning a single Burn patch; it might be summoning one for each target in range. And since activating Burn also technically targets the caster (for the Immob protection), it probably always summons at least 2.
Yes, I actually managed to level my Fire Brute to grab Burn since I made that post and confirmed that's what it does. I tried to find the post, but it seems to have vanished. Maybe the thread was deleted? Anyway, that'd also explain why Burn sends enemies rocketing off with the Avalanche: Chance for Knockdown proc, since it'd be making up to 6 proc attempts on targets at once.
-
You've probably encountered this bug yourself: a power's icon in your tray is full-sized and lit up, but you go to activate it and you get the "Recharging..." message. Maybe you get hit by some recharge-modifying effect and the client recalculates all your power recharge states, and the power greys out on its own to show it's still recharging. It happens when there's some kind of hiccup in the mapserver and the client gets ahead of where the server says your powers are. It seems to be happening a lot more on Homecoming than it did in the old days on Live.
Now, I don't know anything about making this stop happening entirely (though that would be ideal), but I think I have an idea to keep the bug from tripping us players up in combat. In the General Combat chat channel, every time a power recharges you get a message about it. "Hasten is recharged," for example. These messages come from the mapserver, and they aren't affected by the bug. If there was an option to only light up powers after use when this message is received from the server, the client should stop getting ahead of the mapserver when depicting power recharges. The General Combat messages are already being sent from the mapserver to the client, so this option wouldn't affect network traffic at all.
-
I see that on mobile, and I just click the Homecoming logo to get to the top level forum list in one click.
-
But some powers have FX that plays on top of the pom-poms, like Total Focus.
-
Nice job synching the sound of Total Focus with its new animation. However, the FX are still timed for the old one; there's a final pulse from the pom-poms that happens after the enemy is hit, that was synched with the hit in the old animation. Could that be fixed?
-
If the Peacebringer FX are being looked at, could we possibly see Solar Flare and White Dwarf Flare returned to the Foot Stomp animation? Also, it would be really great if the Light Form FX actually stuck to our character, instead of staying put while the character animates around it.
I like that fix for the White Dwarf Step FX. I honestly didn't think Peacebringer FX even existed for the power.
-
5 hours ago, Auroxis said:
Two -1 summons seem harder to keep alive than one +0 summon, and damage against +4 enemies seems to favor the +0 a bit. Though it's hard to test.
Hm, when did patron pets get changed to spawn at +0? I'm sure they used to spawn at -1.
-
5 hours ago, Rambolazer said:
I agree that trip mine and time bomb updates need to be added to traps. These are literally identical powers.
The powers are (currently) identical, yes, but they exist in different contexts. In Devices, they're in a set that's expected to provide damage, among other things, so the changes to make them better attacks make sense. However, in Traps they're part of a Buff/Debuff set, so making them better for attacking isn't necessarily the best option. I'm not saying they shouldn't be changed (they probably should), but it makes more sense to try to come up with a change that will make them better at the things you expect out of a Buff/Debuff set.
-
2
-
-
14 minutes ago, Bopper said:
I have not done extensive testing, as I have always used it in Health. It triggers twice as often as the Performance Shifter proc (as expected, 1.5 ppm). As for triggering separately, can you clarify? I feel like I always notice them trigger right after each other.
If there is a specific way you'd like me to test it (in a click power, or in Health), let me know and I'll monitor it next time I test.
Just from watching the combat log you can see that the +End and +Health show up separate from each other. Sometimes you'll get both at once, but usually you'll get one and not the other. It seems to effectively be two separate procs in one enhancement. I'm just wondering if the stated 3 PPM is for both total, or each will trigger approximately 3 times a minute, like if you had two separate 3 PPM procs in an auto power.
-
The changes to Stealth on Justin seem to have caused it to have no running FX once toggled on. On the live shards it has a particle effect that remains active as long as the power is toggled on, but on Justin there's sjust some sparkles when the power is initially activated, then nothing while it's running. I tried with all three possible themes (Original, Bright, and Dark), and all three have lost the toggled FX.
-
Has anyone tested the Panacea proc extensively? It's a chance for +Health and +Endurance, and it's supposed to be 3 PPM. However, the +Health and +End trigger separately. I'm wondering, does this mean that you get 3 procs of each effect per minute, or only 3 ppm total?
-
5 hours ago, AkuTenshiiZero said:
Personally, I am distraught that my pure Cold hero can't have a thematic lore pet. I would love to see more "elemental" pets that would fit in with such characters, like the Winter Horde or the Cap Au Diable Gremlins.
I think this too. Maybe we could have Fire, Ice, and Electric Lores made from the Animus Arcana minions of the same type, scaled up to the appropriate ranks.
-
1
-
-
7 hours ago, Steampunkette said:
The point is to design a new playstyle.
And no. That isn't a Blaster. The point of the armor toggles is passive damage mitigation, Vanden. I'm just suggesting it not be freaking perfect mitigation so we don't get another AT that stands in the middle of a pack of enemies punching them.
You're too used to IOs if you think defense sets give "freaking perfect mitigation." Without IOs, Scrapper-level defenses won't let you take the aggro of a full team's worth of enemies without some kind of help, like active mitigation from controls or buffs from a teammate, or just a lower difficulty setting than most people want to run on. Even less so if the defenses are going to be weaker than that. Even so, melee ATs get their armors so they can survive in melee long enough to fire off their attacks. Staying at range for the most part while occasionally jumping into melee for an opportunistic AoE or melee attack is a staple Blaster playstyle, and they do it without armors for the most part. It wouldn't be something new.
7 hours ago, Steampunkette said:Why do you insist on being reductionist and negative about this?
I'm not being reductionist and negative just because I see flaws in the proposal.
-
1 hour ago, Mister Mass said:
I'm all but sure that Stan the Man was balding & wore a hairpiece for most of his career. 😉
No way, The Stand wouldn't deceive us like that.
-
Why Summon Blaster over Call Reinforcements? Call Reinforcements is the better power, no? Or does it not matter, because you're only after the S/L set bonus?
-
I think you're out of luck.
-
Freakshow
Boss: Tank Smasher (Sawblade, Cybernetic Hammers, Hand Clap, Tank Grenade)
Lieutenant: Juicer Chief (Lightning Bolt, Ball Lightning, Charged Bolts)
Support: Noise Tank (Sonic Dispersion, Rock Anthem (PBAoE +Dam, +Rech click), Shriek (Partial Radial only))
Animus Arcana
Boss: Forbidden Knowledge (Fire Ball, Bitter Ice Blast, Dark Obliteration, Arcane Bolt)
Lieutenant: Crystal Ball (Lift, Spectral Wounds, Arcane Bolt)
Support: Cure Wounds (Cure Wounds (targeted ally heal), Regeneration Aura, Arcane Bolt (Partial Radial only)) (Looks like the contact Rejuvenate in the Midnighter Mansion)
Ghosts
Boss: Poltergeist (Smite, Midnight Grasp, Life Drain, Dark Obliteration) (Looks like a Spectral Daemon Lord)
Lieutenant: Wraith (Gloom, Umbral Torrent (knockdown version)) (Looks like a Spectral Daemon)
Support: Wight (Midnight Grasp, Fade, Dark Blast (Partial Radial only)) (Looks like a Spectral Follower)
Shivans
Boss: Shivan Destroyer (Contaminated Strike, Radioactive Smash, Irradiate, Neutron Bomb, X-Ray Beam)
Lieutenant: Shivan Irradiator (Neutrino Bolt, Electron Haze) (Looks like a Shivan Smasher)
Support: Shivan Energizer (Radiant Aura, Accelerate Metabolism, X-Ray Beam (Partial Radial only)) (Looks like a minion Shivan)
Paragon Police
Boss: PPD Hardsuit (Bone Smasher, Laser Burst, Laser Spray, Foot Stomp)
Lieutenant: PPD Shell (Minigun Burst, Minigun Spray)
Support: PPD Guardian (Repair, Force Shield, Laser Burst (Partial Radial only))
-
1
-
-
Nah, ol' Stanno had more hair than Marchand.
-
2 minutes ago, Steampunkette said:
That way they can't -stay- in melee, taking every attack that enemies fire off, and -have- to move around to avoid getting overwhelmed.
Then what's the point of them having armor toggles? Running into and out of melee, hit-and-running with ranged and melee attacks? That's a Blaster. You've designed the Blaster.
-
What's going to happen if you give Assault sets to a DPS or tanking AT is you'll effectively have made another melee class. They'll need to use their melee attacks to fill their attack chain, so they'll be in melee all the time. Assault works for Dominators because they can fill their ranged chains with holds and such from their primary, and it might work for a Buff/Support class for similar reasons, but for a DPS class with a Defense Primary or Secondary? I don't see it being very different from the four melee classes we already have.
-
Archvillains resist debuffs including -ToHit by a large amount, and retain this resistance even when downgraded to Elite Bosses by your difficulty settings. However, normal Elite Bosses have no such universal debuff resistance (though it’s possible for individual examples of EB mobs to have some debuff resistance).
-
1
-
1
-
-
NPC only, I'm afraid.
-
2 hours ago, Oneirohero said:
So the teal deer is: Physics and modes of mobility stacking on top of each other is why Jumping is faster than merely running.
This is true in some games, but there doesn't seem to be any reason for it in CoH. Jump Height and Jump Speed are discrete, separate stats, and there's no apparent reason why Hurdle's buff to the latter are so strong.
Lore Support Toggle Bug ?
in General Discussion
Posted
Well, most Support Lores are pretty bad, so it sounds like Drones are par for the course.